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Discussion: What kind of game is called a good game?

Question today: What kind of game is called a good game?

The following is my own opinion, if you don't like it or look uncomfortable, you can criticize, you can also say your own opinion, I am just a person who likes games, my views do not represent everyone's point of view.

The views are as follows:

Personally, I think that the core of the game's good or bad lies in the two major blocks: gameplay and plot.

1. Gameplay

For the explanation of gameplay, Baidu Encyclopedia explains it like this:

Discussion: What kind of game is called a good game?

Easy to understand, it is the gameplay.

A good gameplay will often bring a very good play experience, a game with good gameplay can be without a plot, and the more classic is the game represented by "Ball Battle".

After all, when the game "Ball Battle" first came out, it was only gameplay and no plot, that is, it simply relied on excellent gameplay to kill a blood road from many mobile game markets.

But the most classic, counted as "Minecraft", itself can be said to be almost no plot, but it is to rely on its own gameplay, won the love of countless players.

So, what kind of gameplay can be called excellent?

Personally, I think that the characteristics of excellent gameplay are four words: easy to learn and difficult to master.

Games with excellent gameplay must be easy to learn and difficult to master. Because it is too rare to say, the threshold for entering the pit is too high, and the audience is small. The difficulty of doing it is too low, although there are many people who understand the game, but because it is too simple, the player loss will be very high.

The representative game type of gameplay is actually a card game: for example, the most classic is "Fighting Landlord", the rules are very simple, but the fighting landlord is really easy to learn and difficult to master.

Because competition is also a very important part of gameplay. Because there is competition, there will be competitive psychology, this competitive psychology is very important, so sometimes, this psychological game has become the core of the gameplay of this type of game. So sometimes there will be a situation where a bad license can win.

So, where is the excellence of the gameplay of non-competitive games mentioned now?

The answer is as follows:

1. Start in the direction of puzzles rather than suppressing them.

The more classic one can be regarded as the representative of "Happy And Happy", although it has great uncertainty in itself, but in the difficult level, your every step will affect the whole situation.

If Happy Fun isn't classic enough, then Hearthstone must count. Random is really random, and technology needs it too.

2. It is easy to learn and difficult to refine, but the overall bias is towards technology.

For example, the classic game: Super Mario is an adventurous single-player game (I am mainly referring to the more classic version, other versions have not been played, so it is not evaluated). Super Mario isn't very difficult, but when you go for the world record, it's very difficult. Of course, every game will have this kind of big guy who sprints to the world record, and here's just a casual example.

So, is it said that if the gameplay is good, the game must be good?

This is not necessarily, in this regard, the most overturned, must be the stand-alone game area, because the soul of the stand-alone game is withdrawn in the plot, if it is purely good gameplay, poor plot, then it will not be recognized by the player, the recent more classic game representative is "Paladin Legend VII" (although I did not buy, but I also probably looked at the reviews, because they said the plot is not good, so did not buy), "Paladin VII" is good gameplay, but the plot is not very good, but because of the picture quality, modeling, The dramatic improvement in gameplay has also led to the fact that "Paladin VII" itself does not say that it has turned over. But even so, the plot is also a criticism of the Immortal Sword Seven itself.

Think about it in reverse: is it said that if the gameplay is poor, the game must be poor?

Not quite, the classic representative: "FGO", FGO is a game recognized by players as very poor gameplay, but the reputation of FGO itself has always been stable in a "qualified or even preferred" game level.

The success of FGO is inseparable from its own plot and the shaping of each character (although most of them are LSPs rushing to their wives).

2. Plot

The plot expression of the game is basically the following:

1. A fool-like beginner's guide to the plot introduction. This situation usually occurs early in the game, when the player needs to be familiar with the operation. Of course, in the "one knife 999" page game, this mode is basically common, only need to click "automatic wayfinding", keep clicking the mouse, and then watch the combat power rise...

2. Narration, which usually appears at the beginning or in transition, or is part of the "mysterious strong man without flesh" acting as a narrator. Or maybe the reminiscence type is more used.

3. Exploration immersion, this type of game will now be more, that is, the player explores by himself, and then triggers the plot while exploring, although this method is time-consuming and laborious for both the game developer and the player, but the player's experience will be very different from the first two.

4.CG-style cutscenes. This "Ancient Sword Qi Tan III" is definitely on the list, really after playing the monster to trigger the plot, really two steps a CG, and generally relatively long. It's a bit like playing games + watching movies. However, the cost will be relatively high.

5. Interactive dialogue. This is the most common, and even often, way to open side quests. Personally, I think this kind of dialogue interaction is actually a kind of exploration immersion.

There are also words that can be added in the comments section.

In fact, you will find that in different game types, the importance of gameplay and plot is not the same.

In competitive games, gameplay is more important than the plot.

In a single-player (lone wolf player) game, the plot will be more important than the gameplay.

If there is a game with good gameplay and good plot, then its reputation will not be bad.

However, it is still difficult to reach a conclusion on the issues we are going to discuss.

Whether it is gameplay or the quality of the plot, it is actually subjective, just like a game is basically impossible to achieve 100% praise, it will definitely have its flaws.

Moreover, defining the standards of good or bad single-player and online games is also very different for individuals.

It's like the RPG genre.

To "Ancient Sword Qitan 3" and "Original God" are both domestic, relatively free RPG games, the former is a pure stand-alone game (you insist on ripping the online version of I have nothing to say), the latter is an online game.

The characteristics of stand-alone games are: basically bought out, in the plot is closed-loop, this closed-loop, is to tell a big story.

And games like the original god, not bought out, is constantly updated, it is to make money, it is impossible to say to make the plot into a closed loop, must be written little by little, this is also the biggest drawback of its kind, want the plot to read all at once, a pot end, but it is the same as squeezing toothpaste, little by little, a pot end into a spoon to dig.

But this is not the criterion for judging their good or bad.

The criteria for good or bad are as follows (in my personal opinion, if you have any disagreement, please point it out in the comments section)

First of all, the unified standard: the core of RPG games is not role-playing, the advantage of role-playing is that it is immersive, this kind of immersion is to serve the plot, so to speak, if an RPG game, the plot is not good, then the game is basically not fun.

classify

Stand-alone: Because the plot of the stand-alone game is basically closed-loop, it is necessary to tell a big story, you can leave the Easter egg to the next sequel, but what happens to the protagonist must be told to the important, otherwise there is a beginning and an end, and there is no difference between the novel eunuch.

Because the plot is closed-loop, the setting of the world view must also be as perfect as possible, because it is a stand-alone machine, can not be like online, the world view is wrong, I can continue to impose the setting to fill the pit. But it is almost impossible for the worldview to be free of mistakes, and we can only say that we should not make mistakes in very obvious places, which is actually acceptable.

Of course, many times the worldview will also have a lot of very vague things, things that the audience does not understand, these things can often only be said to be follow-up sequels to improve. However, in its own works, we must also try to explain the worldview related to the main line as clearly and clearly as possible. After all, the place where the world view is ambiguous is often because the main line plot is not easy to touch, to fill the pit of this part of the world view, but the place that should be clear must be clear. If you can, you can use side quests to fill the pits of your worldview.

Another very important point in the plot of single-player RPG games is that they must have a theme.

If the plot is the soul of the RPG, then the theme is the soul of the plot. It is a big core, if the story that has been told for half a day, there is no core, there is no theme, then this plot basically has no focus. It seems to be simply looking at a story, without any deep meaning. Themes are divided into big themes and small themes, big themes are the themes highlighted by the entire game, the whole main line, and small themes are the themes of side quests when you do side quests. It will also be partially reflected in the main plot.

In terms of the theme of "Ancient Sword Qitan 3", the main theme is "inheritance", this theme is very good, so this is also the characteristic of gujian three that I personally like very much, it is a very good interpretation of what is called Chinese-style rambling, Chinese mythological rambling.

The origin of this lineage is that Chinese do not believe in gods, do not believe in ghosts, we believe in our ancestors, we worship our ancestors, and the skills we pass on come from our ancestors. We and our ancestors are very small, but our goal is to conquer the sea of stars, even if I will not see it in my lifetime, but I still have to do it, and the results I cannot see, my children and grandchildren will see it for me.

In terms of gameplay, the focus of RPG games should be on free exploration, and players slowly explore themselves to understand the worldview of the world.

In terms of combat, the gameplay of this battle is difficult to reconcile, and some people like to fight monsters freely, play a boss and play a soul game like a wolf. Some people like the turn-based game that you take a look at me, one is laborious, one is brain-intensive. Battle mechanics can be unbalanced in numerical value, and a skill can be over-highlighted, but it is necessary to avoid complex combat mechanics. This complexity is difficult to say, too simple, will lead to boring, too complex, will lead to difficult to get started, if you want to be complex, the combat mechanism is best to be gradual, rather than throwing it all out.

Online role-playing games like the original god focus more on the overall gameplay, because a relatively large core of online games lies in competition, although the competitive elements are relatively small in the original god, but various balances must also be done well.

Because the online is no better than the single machine, the online is constantly evolving, so there will be a steady stream of new characters, new plots, new maps, new characters. So the balance is a big test.

In gameplay, while the core gameplay is retained, different gameplay can be expanded, which can be permanently retained or deliberately launched by temporary activities.

In terms of plot, RPG games like the original god should pay more attention to the grasp of small themes, because the big theme is the biggest thing that the protagonist does, this story has to be told for a very long time, very complicated, small themes, small stories will be more important.

Summary (author's personal standard):

The criteria are as follows (most important to the most secondary)

Online Games:

1. Whether the core gameplay of the game is attractive enough, whether it is easy to get started or even on top.

2. Are the values of various characters and bosses balanced?

Note: The first two can be said to include the level of planning, the new role, and whether the new activity is reasonable.

3. Whether the plot is reasonable

4. Map, picture quality

Single Player Games:

1. Game plot

2. Whether the gameplay is reasonable (mainly refers to the core gameplay)

3. Whether the character building is successful

4. Picture quality

Conclusion:

Good games benefit for life.

Bad games are just a waste of time and waste time.

However, now the domestic game environment is also doomed to a long way for domestic games to be of high quality.

Recommended Games:

Ancient Sword 3

"Paladin 3" (picture quality party is not recommended)

"This Is My War"

Dyson Ball Project (Gameplay Wins!) )

If you play online, whether it is a terminal game or a mobile game, I do not recommend it, because online means that the game is dynamic rather than static. Someday, online games will deteriorate, whether it's World of Warcraft, League of Legends, or other games, all of which are excellent at first, but as time goes down, there will always be a day of decline.

The characteristics of single-player games are also here: the same, how to do it. I don't have dynamic performance, but what my stillness can tell you is enough.

The above is a personal opinion, if you feel that it is not right, you can point it out, but don't... I know it all.

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